Tài liệu Môn học phương pháp lập trình - Chapter 1: Introduction to object - Oriented programming and software development

Much like building a skyscraper, we need a disciplined approach in developing complex software applications. Software engineering is the application of a systematic and disciplined approach to the development, testing, and maintenance of a program. In this class, we will learn how to apply sound software engineering principles when we develop sample programs.

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©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *Chapter 1Introduction to Object-Oriented Programming and Software DevelopmentAnimated Version©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *ObjectivesAfter you have read and studied this chapter, you should be able toName the basic components of object-oriented programmingDifferentiate classes and objects.Differentiate class and instance methods.Differentiate class and instance data values.Draw program diagrams using icons for classes and objectsDescribe significance of inheritance in object-oriented programsName and explain the stages of the software lifecycle©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *Classes and ObjectsObject-oriented programs use objects.An object is a thing, both tangible and intangible. Account, Vehicle, Employee, etc.To create an object inside the computer program, we must provide a definition for objects—how they behave and what kinds of information they maintain —called a class.An object is called an instance of a class.©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *Graphical Representation of a ClassThe notation we used here is based on the industry standard notation called UML, which stands for Unified Modeling Language.We use a rectangle to represent a class with its name appearing inside the rectangle.Example: Account Motorcycle©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *Graphical Representation of an ObjectWe use a rectangle to represent an object and place the underlined name of the object inside the rectangle.Example:SV198This is an object named SV198.©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *An Object with the Class Name : This notation indicates the class which the object is an instance.This tells an object SV198 is an instance of the BankAccount class.Example:SV198 : BankAccount©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *Messages and MethodsTo instruct a class or an object to perform a task, we send a message to it.You can send a message only to the classes and objects that understand the message you sent to them.A class or an object must possess a matching method to be able to handle the received message.A method defined for a class is called a class method, and a method defined for an object is called an instance method.A value we pass to an object when sending a message is called an argument of the message.©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *Sending a Messagedeposit 250.00Message deposit with the argument 250.00 is sent to a BankAccount object SV198.SV198 : BankAccount©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *Sending a Message and Getting an Answercurrent balancegetCurrentBalance()Ask for the current balance of this particular account.SV198 : BankAccountThe current balance of SV198 is returned.©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *Calling a Class Methodmaximum speed MobileRobotgetMaximumSpeed()Ask for the maximum possible speed for all MobileRobot objects is returned.©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *Class and Instance Data ValuesAn object is comprised of data values and methods.An instance data value is used to maintain information specific to individual instances. For example, each BankAccount object maintains its balance.A class data value is used to maintain information shared by all instances or aggregate information about the instances.For example, minimum balance is the information shared by all Account objects, whereas the average balance of all BankAccount objects is an aggregate information.©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *SV098 : BankAccountSV211 : BankAccountSV129 : BankAccountSample Instance Data Valuecurrent balancecurrent balancecurrent balance908.551304.98354.00All three BankAccount objects possess the same instance data value current balance.The actual dollar amounts are, of course, different.©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *Sample Class Data ValueSV098 : BankAccountSV211 : BankAccountSV129 : BankAccountcurrent balancecurrent balancecurrent balance908.551304.98354.00BankAccountminimum balance100.00There is one copy of minimum balance for the whole class and shared by all instances.This line is an instance-of relationship.©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *Object Icon with Class Data ValueWhen the class icon is not shown, we include the class data value in the object icon itself.SV129 : BankAccountcurrent balance908.55minimum balance100.00©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *InheritanceInheritance is a mechanism in OOP to design two or more entities that are different but share many common features. Features common to all classes are defined in the superclass.The classes that inherit common features from the superclass are called subclasses.We also call the superclass an ancestor and the subclass a descendant.©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *A Sample InheritanceHere are the superclass Account and its subclasses Savings and Checking. Account Checking Savings©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *Inheritance HierarchyAn example of inheritance hierarchy among different types of students. Student Graduate Undergrad Law Masters Doctoral Commuting Resident©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *Software EngineeringMuch like building a skyscraper, we need a disciplined approach in developing complex software applications. Software engineering is the application of a systematic and disciplined approach to the development, testing, and maintenance of a program.In this class, we will learn how to apply sound software engineering principles when we develop sample programs.©The McGraw-Hill Companies, Inc. Permission required for reproduction or display.Chapter 1 - *Software Life CycleThe sequence of stages from conception to operation of a program is called software life cycle. Five stages areAnalysisDesignCodingTestingOperation and Maintenance

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